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https://github.com/encounter/engine.git
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c7ec5bbc1c
If the image is a cross-context image that might be read from the GPU thread during onscreen rendering, then it is not safe to read it concurrently from the IO thread as part of Image.toByteData. If the GPU thread does not have a graphics context, then fall back to converting the image on the IO thread. Fixes https://github.com/flutter/flutter/issues/30697
448 lines
21 KiB
C++
448 lines
21 KiB
C++
// Copyright 2013 The Flutter Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef SHELL_COMMON_RASTERIZER_H_
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#define SHELL_COMMON_RASTERIZER_H_
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#include <memory>
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#include <optional>
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#include "flutter/common/settings.h"
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#include "flutter/common/task_runners.h"
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#include "flutter/flow/compositor_context.h"
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#include "flutter/flow/layers/layer_tree.h"
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#include "flutter/fml/closure.h"
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#include "flutter/fml/gpu_thread_merger.h"
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#include "flutter/fml/memory/weak_ptr.h"
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#include "flutter/fml/synchronization/waitable_event.h"
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#include "flutter/lib/ui/snapshot_delegate.h"
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#include "flutter/shell/common/pipeline.h"
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#include "flutter/shell/common/surface.h"
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namespace flutter {
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//------------------------------------------------------------------------------
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/// The rasterizer is a component owned by the shell that resides on the GPU
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/// task runner. Each shell owns exactly one instance of a rasterizer. The
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/// rasterizer may only be created, used and collected on the GPU task runner.
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///
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/// The rasterizer owns the instance of the currently active on-screen render
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/// surface. On this surface, it renders the contents of layer trees submitted
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/// to it by the `Engine` (which lives on the UI task runner).
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///
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/// The primary components owned by the rasterizer are the compositor context
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/// and the on-screen render surface. The compositor context has all the GPU
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/// state necessary to render frames to the render surface.
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///
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class Rasterizer final : public SnapshotDelegate {
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public:
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//----------------------------------------------------------------------------
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/// @brief Used to forward events from the rasterizer to interested
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/// subsystems. Currently, the shell sets itself up as the
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/// rasterizer delegate to listen for frame rasterization events.
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/// It can then forward these events to the engine.
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///
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/// Like all rasterizer operation, the rasterizer delegate call
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/// are made on the GPU task runner. Any delegate must ensure that
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/// they can handle the threading implications.
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///
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class Delegate {
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public:
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//--------------------------------------------------------------------------
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/// @brief Notifies the delegate that a frame has been rendered. The
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/// rasterizer collects profiling information for each part of
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/// the frame workload. This profiling information is made
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/// available to the delegate for forwarding to subsystems
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/// interested in collecting such profiles. Currently, the shell
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/// (the delegate) forwards this to the engine where Dart code
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/// can react to this information.
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///
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/// @see `FrameTiming`
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///
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/// @param[in] frame_timing Instrumentation information for each phase of
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/// the frame workload.
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///
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virtual void OnFrameRasterized(const FrameTiming& frame_timing) = 0;
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/// Time limit for a smooth frame. See `Engine::GetDisplayRefreshRate`.
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virtual fml::Milliseconds GetFrameBudget() = 0;
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};
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// TODO(dnfield): remove once embedders have caught up.
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class DummyDelegate : public Delegate {
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void OnFrameRasterized(const FrameTiming&) override {}
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fml::Milliseconds GetFrameBudget() override {
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return fml::kDefaultFrameBudget;
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}
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};
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//----------------------------------------------------------------------------
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/// @brief Creates a new instance of a rasterizer. Rasterizers may only
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/// be created on the GPU task runner. Rasterizers are currently
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/// only created by the shell. Usually, the shell also sets itself
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/// up as the rasterizer delegate. But, this constructor sets up a
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/// dummy rasterizer delegate.
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///
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// TODO(chinmaygarde): The rasterizer does not use the task runners for
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// anything other than thread checks. Remove the same as an argument.
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///
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/// @param[in] task_runners The task runners used by the shell.
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/// @param[in] compositor_context The compositor context used to hold all
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/// the GPU state used by the rasterizer.
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///
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Rasterizer(TaskRunners task_runners,
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std::unique_ptr<flutter::CompositorContext> compositor_context);
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//----------------------------------------------------------------------------
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/// @brief Creates a new instance of a rasterizer. Rasterizers may only
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/// be created on the GPU task runner. Rasterizers are currently
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/// only created by the shell (which also sets itself up as the
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/// rasterizer delegate).
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///
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// TODO(chinmaygarde): The rasterizer does not use the task runners for
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// anything other than thread checks. Remove the same as an argument.
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///
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/// @param[in] delegate The rasterizer delegate.
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/// @param[in] task_runners The task runners used by the shell.
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///
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Rasterizer(Delegate& delegate, TaskRunners task_runners);
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//----------------------------------------------------------------------------
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/// @brief Creates a new instance of a rasterizer. Rasterizers may only
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/// be created on the GPU task runner. Rasterizers are currently
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/// only created by the shell (which also sets itself up as the
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/// rasterizer delegate).
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///
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// TODO(chinmaygarde): The rasterizer does not use the task runners for
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// anything other than thread checks. Remove the same as an argument.
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///
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/// @param[in] delegate The rasterizer delegate.
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/// @param[in] task_runners The task runners used by the shell.
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/// @param[in] compositor_context The compositor context used to hold all
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/// the GPU state used by the rasterizer.
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///
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Rasterizer(Delegate& delegate,
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TaskRunners task_runners,
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std::unique_ptr<flutter::CompositorContext> compositor_context);
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//----------------------------------------------------------------------------
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/// @brief Destroys the rasterizer. This must happen on the GPU task
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/// runner. All GPU resources are collected before this call
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/// returns. Any context setup by the embedder to hold these
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/// resources can be immediately collected as well.
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///
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~Rasterizer();
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//----------------------------------------------------------------------------
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/// @brief Rasterizers may be created well before an on-screen surface is
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/// available for rendering. Shells usually create a rasterizer in
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/// their constructors. Once an on-screen surface is available
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/// however, one may be provided to the rasterizer using this
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/// call. No rendering may occur before this call. The surface is
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/// held till the balancing call to `Rasterizer::Teardown` is
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/// made. Calling a setup before tearing down the previous surface
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/// (if this is not the first time the surface has been setup) is
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/// user error.
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///
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/// @see `Rasterizer::Teardown`
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///
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/// @param[in] surface The on-screen render surface.
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///
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void Setup(std::unique_ptr<Surface> surface);
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//----------------------------------------------------------------------------
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/// @brief Releases the previously setup on-screen render surface and
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/// collects associated resources. No more rendering may occur
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/// till the next call to `Rasterizer::Setup` with a new render
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/// surface. Calling a teardown without a setup is user error.
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///
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void Teardown();
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//----------------------------------------------------------------------------
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/// @brief Notifies the rasterizer that there is a low memory situation
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/// and it must purge as many unnecessary resources as possible.
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/// Currently, the Skia context associated with onscreen rendering
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/// is told to free GPU resources.
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///
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void NotifyLowMemoryWarning() const;
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//----------------------------------------------------------------------------
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/// @brief Gets a weak pointer to the rasterizer. The rasterizer may only
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/// be accessed on the GPU task runner.
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///
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/// @return The weak pointer to the rasterizer.
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///
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fml::WeakPtr<Rasterizer> GetWeakPtr() const;
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fml::WeakPtr<SnapshotDelegate> GetSnapshotDelegate() const;
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//----------------------------------------------------------------------------
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/// @brief Sometimes, it may be necessary to render the same frame again
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/// without having to wait for the framework to build a whole new
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/// layer tree describing the same contents. One such case is when
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/// external textures (video or camera streams for example) are
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/// updated in an otherwise static layer tree. To support this use
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/// case, the rasterizer holds onto the last rendered layer tree.
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///
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/// @bug https://github.com/flutter/flutter/issues/33939
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///
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/// @return A pointer to the last layer or `nullptr` if this rasterizer
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/// has never rendered a frame.
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///
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flutter::LayerTree* GetLastLayerTree();
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//----------------------------------------------------------------------------
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/// @brief Draws a last layer tree to the render surface. This may seem
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/// entirely redundant at first glance. After all, on surface loss
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/// and re-acquisition, the framework generates a new layer tree.
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/// Otherwise, why render the same contents to the screen again?
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/// This is used as an optimization in cases where there are
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/// external textures (video or camera streams for example) in
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/// referenced in the layer tree. These textures may be updated at
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/// a cadence different from that of the the Flutter application.
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/// Flutter can re-render the layer tree with just the updated
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/// textures instead of waiting for the framework to do the work
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/// to generate the layer tree describing the same contents.
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///
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void DrawLastLayerTree();
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//----------------------------------------------------------------------------
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/// @brief Gets the registry of external textures currently in use by the
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/// rasterizer. These textures may be updated at a cadence
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/// different from that of the Flutter application. When an
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/// external texture is referenced in the Flutter layer tree, that
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/// texture is composited within the Flutter layer tree.
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///
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/// @return A pointer to the external texture registry.
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///
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flutter::TextureRegistry* GetTextureRegistry();
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//----------------------------------------------------------------------------
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/// @brief Takes the next item from the layer tree pipeline and executes
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/// the GPU thread frame workload for that pipeline item to render
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/// a frame on the on-screen surface.
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///
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/// Why does the draw call take a layer tree pipeline and not the
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/// layer tree directly?
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///
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/// The pipeline is the way book-keeping of frame workloads
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/// distributed across the multiple threads is managed. The
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/// rasterizer deals with the pipelines directly (instead of layer
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/// trees which is what it actually renders) because the pipeline
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/// consumer's workload must be accounted for within the pipeline
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/// itself. If the rasterizer took the layer tree directly, it
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/// would have to be taken out of the pipeline. That would signal
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/// the end of the frame workload and the pipeline would be ready
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/// for new frames. But the last frame has not been rendered by
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/// the frame yet! On the other hand, the pipeline must own the
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/// layer tree it renders because it keeps a reference to the last
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/// layer tree around till a new frame is rendered. So a simple
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/// reference wont work either. The `Rasterizer::DoDraw` method
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/// actually performs the GPU operations within the layer tree
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/// pipeline.
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///
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/// @see `Rasterizer::DoDraw`
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///
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/// @param[in] pipeline The layer tree pipeline to take the next layer tree
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/// to render from.
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///
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void Draw(fml::RefPtr<Pipeline<flutter::LayerTree>> pipeline);
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//----------------------------------------------------------------------------
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/// @brief The type of the screenshot to obtain of the previously
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/// rendered layer tree.
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///
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enum class ScreenshotType {
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//--------------------------------------------------------------------------
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/// A format used to denote a Skia picture. A Skia picture is a serialized
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/// representation of an `SkPicture` that can be used to introspect the
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/// series of commands used to draw that picture.
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///
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/// Skia pictures are typically stored as files with the .skp extension on
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/// disk. These files may be viewed in an interactive debugger available at
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/// https://debugger.skia.org/
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///
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SkiaPicture,
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//--------------------------------------------------------------------------
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/// A format used to denote uncompressed image data. This format
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/// is 32 bits per pixel, 8 bits per component and
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/// denoted by the `kN32_SkColorType ` Skia color type.
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///
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UncompressedImage,
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//--------------------------------------------------------------------------
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/// A format used to denote compressed image data. The PNG compressed
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/// container is used.
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///
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CompressedImage,
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};
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//----------------------------------------------------------------------------
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/// @brief A POD type used to return the screenshot data along with the
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/// size of the frame.
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///
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struct Screenshot {
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//--------------------------------------------------------------------------
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/// The data used to describe the screenshot. The data format depends on the
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/// type of screenshot taken and any further encoding done to the same.
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///
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/// @see `ScreenshotType`
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///
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sk_sp<SkData> data;
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//--------------------------------------------------------------------------
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/// The size of the screenshot in texels.
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///
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SkISize frame_size = SkISize::MakeEmpty();
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//--------------------------------------------------------------------------
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/// @brief Creates an empty screenshot
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///
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Screenshot();
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//--------------------------------------------------------------------------
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/// @brief Creates a screenshot with the specified data and size.
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///
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/// @param[in] p_data The screenshot data
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/// @param[in] p_size The screenshot size.
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///
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Screenshot(sk_sp<SkData> p_data, SkISize p_size);
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//--------------------------------------------------------------------------
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/// @brief The copy constructor for a screenshot.
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///
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/// @param[in] other The screenshot to copy from.
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///
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Screenshot(const Screenshot& other);
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//--------------------------------------------------------------------------
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/// @brief Destroys the screenshot object and releases underlying data.
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///
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~Screenshot();
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};
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//----------------------------------------------------------------------------
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/// @brief Screenshots the last layer tree to one of the supported
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/// screenshot types and optionally Base 64 encodes that data for
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/// easier transmission and packaging (usually over the service
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/// protocol for instrumentation tools running on the host).
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///
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/// @param[in] type The type of the screenshot to gather.
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/// @param[in] base64_encode Whether Base 64 encoding must be applied to the
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/// data after a screenshot has been captured.
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///
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/// @return A non-empty screenshot if one could be captured. A screenshot
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/// capture may fail if there were no layer trees previously
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/// rendered by this rasterizer, or, due to an unspecified
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/// internal error. Internal error will be logged to the console.
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///
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Screenshot ScreenshotLastLayerTree(ScreenshotType type, bool base64_encode);
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//----------------------------------------------------------------------------
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/// @brief Sets a callback that will be executed when the next layer tree
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/// in rendered to the on-screen surface. This is used by
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/// embedders to listen for one time operations like listening for
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/// when the first frame is rendered so that they may hide splash
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/// screens.
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///
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/// The callback is only executed once and dropped on the GPU
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/// thread when executed (lambda captures must be able to deal
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/// with the threading repercussions of this behavior).
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///
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/// @param[in] callback The callback to execute when the next layer tree is
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/// rendered on-screen.
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///
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void SetNextFrameCallback(const fml::closure& callback);
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//----------------------------------------------------------------------------
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/// @brief Returns a pointer to the compositor context used by this
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/// rasterizer. This pointer will never be `nullptr`.
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///
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/// @return The compositor context used by this rasterizer.
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///
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flutter::CompositorContext* compositor_context() {
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return compositor_context_.get();
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}
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//----------------------------------------------------------------------------
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/// @brief Skia has no notion of time. To work around the performance
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/// implications of this, it may cache GPU resources to reference
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/// them from one frame to the next. Using this call, embedders
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/// may set the maximum bytes cached by Skia in its caches
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/// dedicated to on-screen rendering.
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///
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/// @attention This cache setting will be invalidated when the surface is
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/// torn down via `Rasterizer::Teardown`. This call must be made
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/// again with new limits after surface re-acquisition.
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///
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/// @attention This cache does not describe the entirety of GPU resources
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/// that may be cached. The `RasterCache` also holds very large
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/// GPU resources.
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///
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/// @see `RasterCache`
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///
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/// @param[in] max_bytes The maximum byte size of resource that may be
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/// cached for GPU rendering.
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/// @param[in] from_user Whether this request was from user code, e.g. via
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/// the flutter/skia message channel, in which case
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/// it should not be overridden by the platform.
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///
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void SetResourceCacheMaxBytes(size_t max_bytes, bool from_user);
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//----------------------------------------------------------------------------
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/// @brief The current value of Skia's resource cache size, if a surface
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/// is present.
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///
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/// @attention This cache does not describe the entirety of GPU resources
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/// that may be cached. The `RasterCache` also holds very large
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/// GPU resources.
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///
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/// @see `RasterCache`
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///
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/// @return The size of Skia's resource cache, if available.
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///
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std::optional<size_t> GetResourceCacheMaxBytes() const;
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private:
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Delegate& delegate_;
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TaskRunners task_runners_;
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std::unique_ptr<Surface> surface_;
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std::unique_ptr<flutter::CompositorContext> compositor_context_;
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// This is the last successfully rasterized layer tree.
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std::unique_ptr<flutter::LayerTree> last_layer_tree_;
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// Set when we need attempt to rasterize the layer tree again. This layer_tree
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// has not successfully rasterized. This can happen due to the change in the
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// thread configuration. This will be inserted to the front of the pipeline.
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std::unique_ptr<flutter::LayerTree> resubmitted_layer_tree_;
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fml::closure next_frame_callback_;
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bool user_override_resource_cache_bytes_;
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std::optional<size_t> max_cache_bytes_;
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fml::WeakPtrFactory<Rasterizer> weak_factory_;
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fml::RefPtr<fml::GpuThreadMerger> gpu_thread_merger_;
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// |SnapshotDelegate|
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sk_sp<SkImage> MakeRasterSnapshot(sk_sp<SkPicture> picture,
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SkISize picture_size) override;
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// |SnapshotDelegate|
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sk_sp<SkImage> ConvertToRasterImage(sk_sp<SkImage> image) override;
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sk_sp<SkImage> DoMakeRasterSnapshot(
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SkISize size,
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std::function<void(SkCanvas*)> draw_callback);
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RasterStatus DoDraw(std::unique_ptr<flutter::LayerTree> layer_tree);
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RasterStatus DrawToSurface(flutter::LayerTree& layer_tree);
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void FireNextFrameCallbackIfPresent();
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FML_DISALLOW_COPY_AND_ASSIGN(Rasterizer);
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};
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} // namespace flutter
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#endif // SHELL_COMMON_RASTERIZER_H_
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